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Easy to integrate Vulkan memory allocation library
Tutorials from the following playlist: https://www.youtube.com/playlist?list=PLPaoO-vpZnumdcb4tZc4x5Q-v7CkrQ6M-
An exemple on how to use RenderDoc inside your engine.
Pure C# 3D real time physics simulation library, now with a higher version number.
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Diagrams showing relationships between Vulkan objects and how they're used.
RenderDoc is a stand-alone graphics debugging tool.
Aardvark.Rendering is a high-performance, dependency-aware rendering engine. It is part of the open-source Aardvark Platform for visual computing, real-time graphics, and visualization.
OpenGL demo of a point rendering and texture filtering technique called Surface Splatting.
SteamOS session compositing window manager
A node for Shader Graph that allows you to create custom decals.
Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Demonstrates order independent transparency on Vulkan using depth peeling.
SPIRV-Cross.NET is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
DirectX 12 and Vulkan libraries that provide convenient access to realistically rendered and simulated hair and fur
Stochastic Screen Space Reflections (SSSR)
A set of AMD provided GPU effects with provided source and sample implementations
A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.